02-27-2011, 03:41 PM
World of Warcraft gives very little information on Totemic Druids, thusly the majority of this is speculation. I'll attempt to add the sources where I got my speculation from within the posts. All quotes are from here, unless stated otherwise. This post includes lore, but is mainly about what items can be used as totems, and over-all which totem is based off of which.
Totemic Druids are just as the name implies -- Druids with Totems. Often, these Druids are closer to delving into becoming a Savagekin then their non-Totemic counterparts (See: Broll Bearmantle), thus take a Totem to strengthen their Humanoid connection to Nature, and stave away succumbing to natures will. Of course, if the totem is destroyed, the consequences can vary widely, going from between becoming a Savagekin, or continuing on as if life was no problem. Of course, you do not need a totem to be a Druid, yet it is, ICly, highly advisable. Totems offer just as much versatility as non-Totems do, and have no negative feedbacks other than the fact that it can't be hurt or leave you. It also allows you to morph with smaller mana loss.
Types of Totemic Druids
These are, basically, what all Druids are in-game. They are equal in all forms, although falling behind to others who are specialized in one. They have access to all forms, and are highly versatile, as well as fairly new to Druids. Thus, few elderly Druids would be one.
Druid of the Claws are, once again, just that. They specialize in Bear form and (possibly) Cat form, and are the most popular sector of Druids, Talon being the second. They also have larger variety in what bear type they can turn into. Where Wilds are restricted to one type of bear, Claws can turn into many different types. Their primary function is being on the front lines.
Druids of the Talon are people that prefer Birds. They have a large variety of birds which they can transform into, and possibly also into a (Disputed) Moonkin. They are the second most popular sect of Druids, only Claws surpassing them. Their primary function is either as a messenger bird, or as espionage, using their semi-common look to listen in on enemies.
Druids of the Grove are those who prefer helping more than hurting. They restore fallen allies, they restore fallen trees, they restore anything they deem restorable and worthy of being restored. They can turn into trees, both to heal and, at times, spy. They are not a widely used sector of Druidism.
Aquatic Druids love water. They love being in it, swimming in it, sitting near it or sitting on it, if they can devise how to. Unlike Chuck Norris, they go to water, but water does like them, most likely. Outside of water, they are probably completely useless. They are not widely used, at all. In my humble opinion, they are the most bad-ass of all Druids, merely for their Patron.
Druids of the Antler are obscure, at best. They hold a little known legacy of worshiping Malorne and thus being granted his form. They charge into battle with their antlers, bucking much like antlers do in real life, except against Humanoids. However, this sect is currently nothing more than a rumor.
Druids of the Fang are all but considered evil by the majority of the world. See, the majority of the world only knows of the Wailing Caverns, within which are corrupted Druids of the Fang. They prefer the snake form above the other, more used forms, adding onto their bad image.
Druids of the Pack are just as feared as Druids of the Fang, although just not as widely. Druids of the Packs are powerful, yet their form has a larger tendency to make them go feral, which is why they're so feared. They originally all turn into wolves yet, as they delve further into Nature's grip, they become Worgen and complete slaves to their primal mind.
Possible Totems
These totem would be advised to be used as a Claw. The firsts' tip clearly outlines a cats head and paws, so what better form than a cats to use it for? The second also end in a paw, so it could either be interpreted as a bear or cat paw. On the first dagger, it looks much like a fang would, albeit green. And the last one is still practical, yet still has fur. The eye and stoney look make it fit quite well, in my opinion.
This totem is bread and butter for Talon. There are various feathers, along with a head, wings and talon. Essentially, it's a bird on a stick. Now, with the polearm, you not only have one bird on a stick, but two! The dagger has some feathers and a nice eye, and the runes look like they would perhaps help a Moonkin cast better, or just for show.
All of these would be great for a Druid of the Grove. Many of them have leaves or vines on them, and what is better for a tree-man then someone covered in something on a tree? And the dagger is wooden, 'nuff said.
Both of these are great for Druids of the Antler. They have antlers, hooves (In the case of the second) and a clearly defined head.
This totem would be best for a Druid of the Fang. As easily seeable, it's a mixture between a snake and a stick, thus best fitting for someone who turns into a snake.
These, in my opinion, would be best for a Druid of the Pack. They both show dog, or wolf, heads, and the first one shows off the feral nature of the Druids of the Packs, what with the red eyes.
It's a flaming lions head on a stick. Which of the above dislikes Nature the most? Which would set a lions head on flame and put it on a stick? The first dagger looks somewhat like a scorpion tail, which is something Nightmarish Druids turn into. The second one has a skull and another nice stoney look, but it just seems more.. frightening.
Specializing
Now, specializing is something that I've done with Sha'dash in the past, and am doing currently. Basically, you lose a skill or become worse in it, but in return you gain more power in one skill. Of course, this can't be done in a second. It probably can't be done in any time that anyone would be willing to play. Although, you probably wouldn't completely lose the power, but it would become more tiring, and much weaker.
A good example of this is my Druid, Sha'dash. Essentially, he can barely heal and would have to have just waken up and drank enough coffee to stay awake for a week to turn into something like a bear and fight. However, in his Flight Form he is huge (enough to fly around comfortably with a Kaldorei raising on him, and able to support about two and a half). Along with this, he's on par with most Spellcasters his age in Moonkin form.
Of course, you must be careful when you do this. Overplaying the powers can lead to drama and possible removal of this function, if it is allowed on this server. Really, this would suck. If you need help balancing out your Druid, if you choose to do this, my PM box is always open!
Outfits
Druids of the Wild are a mixture of them all. Thusly, pinning down a set just for them can be both easy and challenging at the same time. However, you can look below to see if one of the sets I've premade for another will fit your Druid of the Wild.
Druids of the Claws are a different case, though. They're usually small and lithe, or large and muscular, depending on their preferred form. Usually, their gear will have fangs or claws strapped to it to show their profession. They are almost always in leather.
Druids of the Talons would most likely be smaller than Druids of the Claw, with not as prominent muscles, but muscles nonetheless. Of course, they'd probably have feathers on their body, or something else symbolizing a bird.
Druids of the Grove would probably be the weakest of all Druids. Of course, they'd still have muscle, but nothing compared to a Druid of the Claw. They would most likely dress in something tree-like, such as bark or leaves, with snippets of leather or cloth.
Druids of the Antler would be spindly, just a bit more muscley than the Druids of the Grove. They'd be lanky, and most likely dressed in leathers. They, of course, would probably have some antlers on them somewhere.
Druids of the Fang would be in light, flexible cloth, valuing maneuverability over all else. Due to their similarities with the Druids of the Nightmare, their equipment would look much the same.
Druids of the Pack would be small and stout, the muscle height ratio similar to a Druid of the Claws. They would also wear leathers, thin in leather but shaggy in fur.
Druids of the Nightmare would be long and spindly for almost all their forms, although still strong. They would wear tough, thick leathers, although most likely sparingly within this. Due to their forms nature, they'd probably stay away from Spider-like Totems, or such, so people do not become suspicious. Unless they're nefarious like that. If they do have an obvious totem, it'd probably be smaller than a usual-sized totem.
Questions? Concerns? Comments? If I see somewhat of a positive response (5 thanks), then I may make suits for each sector and post them here with the totems. Thank you for reading! C'mon, one more thank!
Quote:A totemic druid is a druid that bases his magic off a single totem. Before and during the Third War, almost all druids were night elves. (Most are still night elves, though many tauren and a few other races now take up the path.) Night elf druids were organized into different subgroups, each with its own totem animal — the most famous, and most influential in the Third War, were the Druids of the Claw and the Druids of the Talon.
Totemic Druids are just as the name implies -- Druids with Totems. Often, these Druids are closer to delving into becoming a Savagekin then their non-Totemic counterparts (See: Broll Bearmantle), thus take a Totem to strengthen their Humanoid connection to Nature, and stave away succumbing to natures will. Of course, if the totem is destroyed, the consequences can vary widely, going from between becoming a Savagekin, or continuing on as if life was no problem. Of course, you do not need a totem to be a Druid, yet it is, ICly, highly advisable. Totems offer just as much versatility as non-Totems do, and have no negative feedbacks other than the fact that it can't be hurt or leave you. It also allows you to morph with smaller mana loss.
Types of Totemic Druids
Quote: * Druid of the Wild & Epic Druid of the Wild
Primary patron: Ysera, Alexstrasza, Therazane the Stonemother
Shapeshift form: Multiple
It is strongly implied that playable druids are all Druids of the Wild. These druids employ a variety of magic from multiple totems, a new practice among the druids.
These are, basically, what all Druids are in-game. They are equal in all forms, although falling behind to others who are specialized in one. They have access to all forms, and are highly versatile, as well as fairly new to Druids. Thus, few elderly Druids would be one.
Quote: * Druid of the Claw
Primary patron: Ursol and Ursoc
Shapeshift form: Bear, Black Bear, Brown Bear, Polar Bear, Dire Bear, Huge Dire Bear.
Druid of the Claws are, once again, just that. They specialize in Bear form and (possibly) Cat form, and are the most popular sector of Druids, Talon being the second. They also have larger variety in what bear type they can turn into. Where Wilds are restricted to one type of bear, Claws can turn into many different types. Their primary function is being on the front lines.
Quote: * Druid of the Talon
Primary patron: Aviana
Shapeshift form: Storm Crow, raven, birds of prey (hawk, eagle, etc).
These secretive druids have adopted the totem of the crow.
Druids of the Talon are people that prefer Birds. They have a large variety of birds which they can transform into, and possibly also into a (Disputed) Moonkin. They are the second most popular sect of Druids, only Claws surpassing them. Their primary function is either as a messenger bird, or as espionage, using their semi-common look to listen in on enemies.
Quote: * Druid of the Grove
Primary patron: Ivus the Forest Lord
Shapeshift form: Treant[2] (Tree of Life).
Leaders: Arch Druid Renferal
Druids sent from Darnassus by the Arch Druid Renferal in order to aid the Stormpike in Alterac Valley. They are capable of summoning Ivus the Forest Lord by use of Storm Crystals.
Druids of the Grove are those who prefer helping more than hurting. They restore fallen allies, they restore fallen trees, they restore anything they deem restorable and worthy of being restored. They can turn into trees, both to heal and, at times, spy. They are not a widely used sector of Druidism.
Quote: * Aquatic Druid
Primary patron: Tortolla
Shapeshift Form: Sea Lion, Turtle, Octopus, most things Aquatic. However, they cannot turn into any non-Aquatic form. Just a whole lot of Aquatic.
Leaders: Unknown
Aquatic Druids love water. They love being in it, swimming in it, sitting near it or sitting on it, if they can devise how to. Unlike Chuck Norris, they go to water, but water does like them, most likely. Outside of water, they are probably completely useless. They are not widely used, at all. In my humble opinion, they are the most bad-ass of all Druids, merely for their Patron.
Spoiler:
Quote: * Druid of the Antler
Primary patron: Malorne
Shapeshift form: Stag[2]
Rumored druid order to have taken on totem based around Malorne.
Druids of the Antler are obscure, at best. They hold a little known legacy of worshiping Malorne and thus being granted his form. They charge into battle with their antlers, bucking much like antlers do in real life, except against Humanoids. However, this sect is currently nothing more than a rumor.
Quote: * Druid of the Fang
Primary patron: Unknown
Shapeshift form: Snake, Viper, Constrictor, Dire Cobra
Leaders: Lord Cobrahn, Lady Anacondra, Lord Pythas, Lord Serpentis, previously Naralex
Druids of the Fang are all but considered evil by the majority of the world. See, the majority of the world only knows of the Wailing Caverns, within which are corrupted Druids of the Fang. They prefer the snake form above the other, more used forms, adding onto their bad image.
Quote: * Druid of the Pack/Scythe
Primary patron: Goldrinn
Shapeshift form: Wolf (formerly), Worgen
Leaders: Ralaar Fangfire
Druids of the Pack are just as feared as Druids of the Fang, although just not as widely. Druids of the Packs are powerful, yet their form has a larger tendency to make them go feral, which is why they're so feared. They originally all turn into wolves yet, as they delve further into Nature's grip, they become Worgen and complete slaves to their primal mind.
WoWPedia, Druid of the Nightmare Wrote:* Druid of the Nightmare
Primary Patron: Unknown, most likely Xavius
Shapeshift Form: Monstrous Vermin, ranging from Spiders to Scorpion
A Druid of the Nightmare is a variant class of druid. Not all druids revere the Emerald Dream. A few rare and twisted individuals channel the Nightmare, a rent in the perfection of the Emerald Dream. Most of these druids of the Nightmare were once normal druids who inadvertently came in contact with the Nightmare (often while dreamwalking) and fell under its insidious influence. However, an increasing number of people have become druids of the Nightmare through their own volition. Whereas traditional druids seek a communion with nature, druids of the Nightmare become increasingly divorced from the natural order. Druids of the Nightmare transform into vermin such as monstrous scorpions or monstrous spiders instead of the animals other druids choose. Most of their abilities involve corrupting or destroying nature or warping the minds and bodies of others. At some point, the druid of the Nightmare is fully removed from nature; instead of aging as others, they develop random and unusual features (such as scales or tentacles) as they advance in years.
Possible Totems
Spoiler:
These totem would be advised to be used as a Claw. The firsts' tip clearly outlines a cats head and paws, so what better form than a cats to use it for? The second also end in a paw, so it could either be interpreted as a bear or cat paw. On the first dagger, it looks much like a fang would, albeit green. And the last one is still practical, yet still has fur. The eye and stoney look make it fit quite well, in my opinion.
Spoiler:
This totem is bread and butter for Talon. There are various feathers, along with a head, wings and talon. Essentially, it's a bird on a stick. Now, with the polearm, you not only have one bird on a stick, but two! The dagger has some feathers and a nice eye, and the runes look like they would perhaps help a Moonkin cast better, or just for show.
Spoiler:
All of these would be great for a Druid of the Grove. Many of them have leaves or vines on them, and what is better for a tree-man then someone covered in something on a tree? And the dagger is wooden, 'nuff said.
Spoiler:
Both of these are great for Druids of the Antler. They have antlers, hooves (In the case of the second) and a clearly defined head.
Spoiler:
This totem would be best for a Druid of the Fang. As easily seeable, it's a mixture between a snake and a stick, thus best fitting for someone who turns into a snake.
Spoiler:
These, in my opinion, would be best for a Druid of the Pack. They both show dog, or wolf, heads, and the first one shows off the feral nature of the Druids of the Packs, what with the red eyes.
Spoiler:
It's a flaming lions head on a stick. Which of the above dislikes Nature the most? Which would set a lions head on flame and put it on a stick? The first dagger looks somewhat like a scorpion tail, which is something Nightmarish Druids turn into. The second one has a skull and another nice stoney look, but it just seems more.. frightening.
Specializing
Now, specializing is something that I've done with Sha'dash in the past, and am doing currently. Basically, you lose a skill or become worse in it, but in return you gain more power in one skill. Of course, this can't be done in a second. It probably can't be done in any time that anyone would be willing to play. Although, you probably wouldn't completely lose the power, but it would become more tiring, and much weaker.
A good example of this is my Druid, Sha'dash. Essentially, he can barely heal and would have to have just waken up and drank enough coffee to stay awake for a week to turn into something like a bear and fight. However, in his Flight Form he is huge (enough to fly around comfortably with a Kaldorei raising on him, and able to support about two and a half). Along with this, he's on par with most Spellcasters his age in Moonkin form.
Of course, you must be careful when you do this. Overplaying the powers can lead to drama and possible removal of this function, if it is allowed on this server. Really, this would suck. If you need help balancing out your Druid, if you choose to do this, my PM box is always open!
Outfits
Druids of the Wild are a mixture of them all. Thusly, pinning down a set just for them can be both easy and challenging at the same time. However, you can look below to see if one of the sets I've premade for another will fit your Druid of the Wild.
Druids of the Claws are a different case, though. They're usually small and lithe, or large and muscular, depending on their preferred form. Usually, their gear will have fangs or claws strapped to it to show their profession. They are almost always in leather.
Spoiler:
Druids of the Talons would most likely be smaller than Druids of the Claw, with not as prominent muscles, but muscles nonetheless. Of course, they'd probably have feathers on their body, or something else symbolizing a bird.
Spoiler:
Druids of the Grove would probably be the weakest of all Druids. Of course, they'd still have muscle, but nothing compared to a Druid of the Claw. They would most likely dress in something tree-like, such as bark or leaves, with snippets of leather or cloth.
Spoiler:
Druids of the Antler would be spindly, just a bit more muscley than the Druids of the Grove. They'd be lanky, and most likely dressed in leathers. They, of course, would probably have some antlers on them somewhere.
Spoiler:
Druids of the Fang would be in light, flexible cloth, valuing maneuverability over all else. Due to their similarities with the Druids of the Nightmare, their equipment would look much the same.
Spoiler:
Druids of the Pack would be small and stout, the muscle height ratio similar to a Druid of the Claws. They would also wear leathers, thin in leather but shaggy in fur.
Spoiler:
Druids of the Nightmare would be long and spindly for almost all their forms, although still strong. They would wear tough, thick leathers, although most likely sparingly within this. Due to their forms nature, they'd probably stay away from Spider-like Totems, or such, so people do not become suspicious. Unless they're nefarious like that. If they do have an obvious totem, it'd probably be smaller than a usual-sized totem.
Spoiler:
Questions? Concerns? Comments? If I see somewhat of a positive response (5 thanks), then I may make suits for each sector and post them here with the totems. Thank you for reading! C'mon, one more thank!
![[Image: OmtDPPC.png]](http://i.imgur.com/OmtDPPC.png)
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Here's my obligatory feedback thread link.
Here's my dump of concepts, open for the taking with just a single PM.